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IDProjectCategoryView StatusDate SubmittedLast Update
0001493Dwarf FortressDwarf Mode -- Tradepublic2010-04-24 10:172010-06-09 06:46
ReporterDekon 
Assigned ToFootkerchief 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusclosedResolutionduplicate 
PlatformOSOS Version
Product Version0.31.03 
Target VersionFixed in Version 
Summary0001493: Elf Caravans never leave
DescriptionSo I started a new fort and my elf caravan arrived. They seemed to take forever to be able to trade, well into early summer, but finally I managed to trade. However, I tried to sell them a wooden barrel, which they refused and left from. I restarted, since I wanted some of their exotic pets, but forgot to trade with them altogether.

Yet this time, they just didn't leave. The depot acts like they don't exist, but they're still on my unit list. It's now well into Autumn. Other caravans arrive and still sell their items, oblivious to the elf's existence.
Steps To ReproduceHonestly I don't have any clue - if it's desired, I have a save file of this. Simply tell me, and I'll put it up on the save file depot under bugged saves.
Tagstraders
Attached Files

- Relationships
duplicate of 0000325resolvedToady One Elves bring hundreds/thousands of items when trading, due to warthogs lacking TRADE_CAPACITY tag 

-  Notes
(0004892)
Knight Otu (manager)
2010-04-24 10:52

I suspect the elves arrived with warthogs, which currently carry insane amounts of goods ( 0000325 ). I suspect they are very busy reloading their goods on the poor warthogs - it may take them until winter to be finished.
(0004896)
Footkerchief (manager)
2010-04-24 11:12
edited on: 2010-04-24 11:13

Are they packing up all their stuff and then unpacking it again, over and over? If so, then it's 0001024. In any case, if the behavior persists through a save/load (0001024 didn't for me), the save would be helpful.

(0004923)
Dekon (reporter)
2010-04-24 14:46

I think Knight Otu might be correct. They are coming with an absurd amount of goods. It takes so long to unpack that I've gotten the 'will be leaving soon' well before I can even trade, giving me a very small trading window. The next year was fine, but I bought a great deal off them the next year. It could be very well that it took the two of them that long to pack.
(0004924)
smjjames (reporter)
2010-04-24 14:51
edited on: 2010-04-24 14:54

Probably want to check out this thread: http://www.bay12forums.com/smf/index.php?topic=52128.0 [^]

Theres a whole bunch of things borked up with trade animals apparently. I bet the warthogs having a packanimal tag is a bug in itself.

Makes me wonder how his previous testers missed on some of this stuff, maybe us Bay12ers are more attentive to details, not to mention there are many more of us.

(0004933)
Dekon (reporter)
2010-04-24 17:34

It's freaking crazy, actually. And annoying as hell.

Their mere presence shot my framerate from 130 to 80. Just because of all their crap.
(0004935)
Dekon (reporter)
2010-04-24 17:36

You can call this a duplicate, then, if you want, since it is the same issue as 0000325.

I would call this severity 'major' however, as if the elves continue to bring more and more things, eventually the game will grind to a halt and become unplayable.

Someone on the forums also mentioned that they can eventually go insane, die, and leave your fort stuck with thousands of items that will slow your FPS dramatically, not to mention create a huge hauling job to the atom smasher if you want to rid yourself of the problem.
(0004949)
Dekon (reporter)
2010-04-24 21:27

Note on this :

Removing your trade depot causes the elfs to simply drop all their items and leave. I was hoping they'd just pack up quicker and get the hell out, but apparently now I'm stuck with all their shit. Is this a bug itself that needs to be reported?
(0004950)
Dekon (reporter)
2010-04-24 22:33

Yeah.. again.. I'm pretty much going to say this is a major, game crippling issue. Right now I'm fighting just to try and destroy two caravan loads of junk - one from me removing my depot and the elves leaving everything behind, and another from me not having a depot and the elves going crazy, leaving all their crap, and promptly dying.

Eventually the existence of elves just render the game unplayable.
(0004951)
DarthCloakedDwarf (reporter)
2010-04-24 22:33

Deconstructing a trade depot is a well-known exploit that results in you seizing everything the traders brought.
(0004953)
Dekon (reporter)
2010-04-24 22:49

Well that's lovely. I just want them to go the hell away. I don't want their crap :p
(0004962)
Footkerchief (manager)
2010-04-25 02:01
edited on: 2010-04-25 02:05

I'll go ahead and mark at as a duplicate then. Don't worry about the severity -- if it's not a crash, that field pretty much gets ignored.

Makes me wonder how his previous testers missed on some of this stuff, maybe us Bay12ers are more attentive to details, not to mention there are many more of us.

The objective of pre-release testing was to get the worst bugs (mostly crashes) fixed before the release. There were already several hundred known issues at the time of the April 1 release. Also, during most of the testing period, the game crashed so often we didn't have time to notice the other bugs. And yeah, having more testers helps too.


- Issue History
Date Modified Username Field Change
2010-04-24 10:17 Dekon New Issue
2010-04-24 10:52 Knight Otu Note Added: 0004892
2010-04-24 11:12 Footkerchief Note Added: 0004896
2010-04-24 11:13 Footkerchief Note Edited: 0004896 View Revisions
2010-04-24 11:13 Footkerchief Issue Monitored: Footkerchief
2010-04-24 14:46 Dekon Note Added: 0004923
2010-04-24 14:51 smjjames Note Added: 0004924
2010-04-24 14:54 smjjames Note Edited: 0004924 View Revisions
2010-04-24 15:28 Naros Tag Attached: traders
2010-04-24 17:34 Dekon Note Added: 0004933
2010-04-24 17:36 Dekon Note Added: 0004935
2010-04-24 21:27 Dekon Note Added: 0004949
2010-04-24 22:33 Dekon Note Added: 0004950
2010-04-24 22:33 DarthCloakedDwarf Note Added: 0004951
2010-04-24 22:49 Dekon Note Added: 0004953
2010-04-25 02:01 Footkerchief Note Added: 0004962
2010-04-25 02:01 Footkerchief Relationship added duplicate of 0000325
2010-04-25 02:01 Footkerchief Status new => resolved
2010-04-25 02:01 Footkerchief Resolution open => duplicate
2010-04-25 02:01 Footkerchief Assigned To => Footkerchief
2010-04-25 02:05 Footkerchief Note Edited: 0004962 View Revisions
2010-06-09 06:46 Toady One Status resolved => closed


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